• Title/Summary/Keyword: storylines

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An Exploratory Analysis on Adoption of Potential Customers in Transmedia Storytelling : Emphasis on Korean TV Drama and Movie (잠재고객의 OSMU(One Source Multi Use) 콘텐츠 수용에 대한 탐색적 분석 : 영화, 드라마를 중심으로)

  • Park, Bong-Won;Lee, Kun-Chang
    • Korean Management Science Review
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    • v.27 no.2
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    • pp.81-95
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    • 2010
  • There is an increasing interest in contents such as movie, drama and game using transmedia storytelling. It includes Le Grand Chef, The War of Flower, Dae Jang Geum, The Matrix, Harry Potter and The Lord of the Rings. However, transmedia contents have not always been successful. To study the factors affecting possible outcomes of transmedia storytelling, we analyzed the intention on transmedia of potential consumers who have not been exposed to transmedia contents before. To this end, we investigated two different cases : first, potential customer intention to watch dramas which will be produced after launching comic-based movies; second, potential customer intention to see movies which will be made after broadcasting comic-based TV dramas. In each case, we analyzed the outcomes from potential customers by applying several variables including gender, exposure to the original and components of contents (plot, quality of act and music etc). Our study showed that potential customers prefer movies or TV dramas with quality of acting, directing, casting and storylines. Interestingly, the quality of acting is more important in dramas than in movies and casting is an appealing factor to potential customers in movies. In TV drama cases, potential customers have high watching intentions when they read the original content. Among them, male potential customer have low watching intentions on TV drama when they did not read the original content. However, female potential customers have high watching intentions on TV drama regardless of the previous exposure to the originals. In movie cases, female potential customers have higher intentions on seeing movies than male. These results suggest that one needs to consider several factors such as casting, acting and gender for generating transmedia contents with a high probability of success.

Analysing Scenario by Animation Genre and Development Plan (애니메이션 장르별 시나리오 분석 및 발전방안)

  • Lee, Tae-Gu;Lee, Hwa-Ja
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.41-52
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    • 2006
  • Animation, presenting laughing, tears and inspiration to the audience, can be classified into several genres according to the structure of scenario and storytelling in the same ways as for movie. This classification of scenario genre and scenario writing is based on the writing for a play. Scenario writing and genre classification that were discussed mainly in the movie theory books has been applied to the animation in spite of the difference of the production technique and storylines. Animation finds its academic values as a movie art due to its frame-by-frame filming technique and the diversity in the production. Since the number of scenario writers for animation is much smaller than that of movie in Korea, it is needed to set an academic basis for the classification of genre and scenario writing. In this study, academic basis for the classification of the genre by the analyzing the animation works.

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Intertextuality between Comics and Films : A Case Study of (만화의 영화로의 전환 : 영화 <식객>의 사례연구)

  • Park, Seung-Hyun;Lee, Yun-Jin
    • Cartoon and Animation Studies
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    • s.17
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    • pp.97-115
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    • 2009
  • Most films have not made by original storytelling. They get their storylines and themes from diverse sources such as novels, comics, performing arts, and previous film products. Comics have become a primary source for film production since 1960s in such nations as Japan and USA. In the contemporary period, this becomes a more visible trend in many countries including Korea, China, and France. Unlike novel, comics combine words with images. Since a comic strip isa graphic medium in which visible images are created in order to express a sequential narrative, it seems more relevant when films adapt original comics in order to recreate new products. The progress of 3D graphics technology enables film creators to realize imagined images in screen, most of which were once imagined only in comics. Keeping an eye on the strength of comics, this study tries to tries to investigate the relationship between a comic strip and its adaptation to film. It will firstly discuss the cases of comics in Korea, which are adapted to film in Korea. And this study will discuss "Le Grand Chef"as a case study in order to investigate what is the difference between original comics and film adaptation.

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Case Analysis of the performance contents using virtual reality technology (가상현실 기술을 활용한 공연콘텐츠의 사례분석연구)

  • YOO, YOUNGJAE
    • Journal of the Korea Convergence Society
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    • v.8 no.5
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    • pp.145-153
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    • 2017
  • As success stories of using virtual reality (VR) have become more prevalent, interest in performance-related technology has rapidly increased around the world. Performances such as, Cirque du Soleil had much success in using video technology, these VR applications have enabled experiences using digital image technology. However, critics have claimed that the completeness and diversity of visual content is reduced, due to insufficient storylines, spatial composition, and partial use of the entire visual field. Therefore, the design of a performance using digital image technology should consider the characteristics of the production stage to be different from real world performances. In this study, the visual space of the stage, the method of creating space for the stage, and the movement of the performer and utilization of the performance was analyzed. Through this, It transferred the limitation of the traditional stage into the space and time of the image and opened the possibilities of the tran­-media.

Estimation of Future Land Cover Considering Shared Socioeconomic Pathways using Scenario Generators (Scenario Generator를 활용한 사회경제경로 시나리오 반영 미래 토지피복 추정)

  • Song, Cholho;Yoo, Somin;Kim, Moonil;Lim, Chul-Hee;Kim, Jiwon;Kim, Sea Jin;Kim, Gang Sun;Lee, Woo-Kyun
    • Journal of Climate Change Research
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    • v.9 no.3
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    • pp.223-234
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    • 2018
  • Estimation of future land cover based on climate change scenarios is an important factor in climate change impact assessment and adaptation policy. This study estimated future land cover considering Shared Socioeconomic Pathways (SSP) using Scenario Generators. Based on the storylines of SSP1-3, future population and estimated urban area were adopted for the transition matrix, which contains land cover change trends of each land cover class. In addition, limits of land cover change and proximity were applied as spatial data. According to the estimated land cover maps from SSP1-3 in 2030, 2050, and 2100, respectively, urban areas near a road were expanded, but agricultural areas and forests were gradually decreased. More drastic urban expansion was seen in SSP3 compared to SSP1 and SSP2. These trends are similar with previous research with regard to storyline, but the spatial results were different. Future land cover can be easily adjusted based on this approach, if econometric forecasts for each land cover class added. However, this requires determination of econometric forecasts for each land cover class.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

Current Use and Issues of Generative AI in the Film Industry (영화산업의 생성형 인공지능(Generative AI) 활용 현황과 문제점)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.3
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    • pp.181-192
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    • 2024
  • With the introduction of generative artificial intelligence(AI) tools such as OpenAI's Sora into the global film industry, including Hollywood, there has been a simultaneous emergence of innovations in film production as well as various crises. These changes are spreading throughout the entire film production process, including scriptwriting, casting, editing, and acting. This study analyzes the impact of AI on the film industry, particularly Hollywood, and explores how this technology might bring about changes in Korean cinema. AI technologies applied in the film industry offer benefits such as reducing production time and costs. However, they also pose threats to many filmmakers and actors who rely on the traditional production methods, leading to ethical and legal issues. In Hollywood blockbuster films, AI technology is used to create realistic visual effects, analyze scripts, and suggest optimal shooting angles. While these applications improve the qualitative level of films, they also reduce the human resources required in traditional film production processes. The impact on the Korean film industry is also noteworthy. Some Korean film production companies are leveraging AI to create films in a more creative and efficient manner. Efforts are being made to analyze audience data using AI and develop storylines that appeal to a larger audience. However, these technological changes are controversial among many Korean filmmakers who prefer traditional production methods. This study provides an in-depth discussion on whether the adoption of AI in the film industry can bring about positive innovation or inevitably lead to crises. It analyzes how AI technology is transforming traditional roles in the film industry and what new opportunities and challenges this change generates within the industry. Additionally. This study highlights the differences in technology adoption between Hollywood and Korean film industry and explores how each industry is embracing these technological changes.

Utilizing the n-back Task to Investigate Working Memory and Extending Gerontological Educational Tools for Applicability in School-aged Children

  • Chih-Chin Liang;Si-Jie Fu
    • Journal of Information Technology Applications and Management
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    • v.31 no.1
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    • pp.177-188
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    • 2024
  • In this research, a cohort of two children, aged 7-8 years, was selected to participate in a specialized three-week training program aimed at enhancing their working memory. The program consisted of three sessions, each lasting approximately 30 minutes. The primary goal was to investigate the impact and developmental trajectory of working memory in school-aged children. Working memory plays a significant role in young children's learning and daily activities. To address the needs of this demographic, products should offer both educational and enjoyable activities that engage working memory. Digital educational tools, known for their flexibility, are suitable for both older individuals and young children. By updating software or modifying content, these tools can be effectively repurposed for young learners without extensive hardware changes, making them both cost-effective and practical. For example, memory training games initially designed for older adults can be adapted for young children by altering images, music, or storylines. Furthermore, incorporating elements familiar to children, like animals, toys, or fairy tales, can increase their engagement in these activities. Historically, working memory capabilities have been assessed predominantly through traditional intelligence tests. However, recent research questions the adequacy of these behavioral measures in accurately detecting changes in working memory. To bridge this gap, the current study utilized electroencephalography (EEG) as a more sophisticated and precise tool for monitoring potential changes in working memory after the training. The research findings were revealing. Participants showed marked improvement in their performance on n-back tasks, a standard measure for evaluating working memory. This improvement post-training strongly supports the effectiveness of the training program. The results indicate that such targeted and structured training programs can significantly enhance the working memory abilities of children in this age group, providing promising implications for educational strategies and cognitive development interventions.

A Case Study on the Expansion Transmedia Storyworld of K-POP Idol Group : Focusing on Reboot and Homage (K-POP 아이돌 그룹의 트랜스미디어 스토리월드 확장 사례 연구 :리부트와 오마주를 중심으로)

  • Choi, Yoon-Young;Ko, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.723-733
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    • 2021
  • 'Reboot' and 'Homage' are using as creative techniques in traditional storytelling media fields such as movies or dramas, but the possibility of expanding the transmedia story world has not yet been presented. This study was written to present a new concept of transmedia story world expansion type using the 'Reboot' and 'Homage' methods. 'Reboot' and 'Homage' are typical storytelling methods of K-POP idol groups that need to develop content. I selected , , and , which have built their story world, and examined both the narrative creation section and the marketing application section. The result of the study is as follows. First, EXO is an example of a reboot case. They set the original set as 'past' and insert the new storylines. Second, BTS is an example of a character's reboot. They built a story world by paralleling 'Idol BTS' and 'Character BTS'. Third, Wanna One is an example of the original story world's homage. They reorganize the story world of and attracting the attention of the existing audience. Fourth, BTS is an example of other media homage which reinterprets the meaning of BTS characters and story world by using the meaning of classic works.

A Study on the Storytelling of Traditional Folktales in Fantasy Drama (판타지 드라마에 나타난 전승 설화의 스토리텔링에 관한 연구)

  • Park, Chan-Ik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.739-744
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    • 2021
  • This study examined the fantasy drama series Tale of the Nine Tailed, which uses the world view of a folktale and adopts the motif of reincarnation. Tale of the Nine Tailed adopted a cyclical structure where the fate of the past repeats itself in modern life. The traditional Korean folktales that are used in the drama series all share the same topic, but they also vary slightly by region or era. Tale of the Nine Tailed changes people's common negative perception of the nine-tailed fox. First of all, the series portrays the nine-tailed fox as an attractive male, rather than a seductive female. It also incorporated various episodes to tell the story of a heroic nine-tailed fox that uses supernatural powers to save not only those whom he loves, but also the general public. Furthermore, it was a new attempt to bring the nine-tailed fox together with other characters from different folktales into a story to make different world views merge into one. This study analyzes how the narrative structures of traditional folktales are adapted and changed in fantasy drama series, and it explains how various types of result can be created from the storylines of traditional folktales and the imaginations of the authors.